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优化摄像头分屏逻辑

LAPTOP-OM1V99U2\永远de小亡灵 1 éve
szülő
commit
757a65cfc3
1 módosított fájl, 7 hozzáadás és 4 törlés
  1. 7 4
      ActionTowerDefense/Assets/Scripts/CameraController.cs

+ 7 - 4
ActionTowerDefense/Assets/Scripts/CameraController.cs

@@ -14,6 +14,7 @@ using UnityEngine;
 public class CameraController : MonoBehaviour
 {
     public float offsetX = 2, offsetY = 2, offsetZ = -17,totalOffsetYDown = -10;
+    public float splitOffsetZ = -20;
     public float lerpValue = 3.5f;
 
     [HideInInspector]
@@ -31,6 +32,7 @@ public class CameraController : MonoBehaviour
     public Camera player0Camera;
     public Camera player1Camera;
 
+    [HideInInspector]
     public float maxView = 20;
     [HideInInspector]
     public float view;
@@ -65,6 +67,7 @@ public class CameraController : MonoBehaviour
 
     private void Start()
     {
+        maxView = offsetZ - splitOffsetZ;
         ratio = maxView / (splitDistance - mergeDistanceX);
         offsetYDown = totalOffsetYDown;
     }
@@ -282,7 +285,7 @@ public class CameraController : MonoBehaviour
 
 
             mainCamera.transform.position = Vector3.Lerp(player0Camera.transform.position,
-                    player1Camera.transform.position, 0.5f) + Vector3.back * view;
+                    player1Camera.transform.position, 0.5f);
         }
 
     }
@@ -319,18 +322,18 @@ public class CameraController : MonoBehaviour
         {
             if (player.bodyTrans.localScale.x > 0)
             {
-                skewPos = player.transform.position + new Vector3(-offsetX / 2, offsetY, offsetZ);
+                skewPos = player.transform.position + new Vector3(-offsetX / 2, offsetY, splitOffsetZ);
 
             }
             else
             {
-                skewPos = player.transform.position + new Vector3(offsetX / 2, offsetY, offsetZ);
+                skewPos = player.transform.position + new Vector3(offsetX / 2, offsetY, splitOffsetZ);
 
             }
         }
         else
         {
-            skewPos = player.transform.position + new Vector3(0, offsetY, offsetZ);
+            skewPos = player.transform.position + new Vector3(0, offsetY, offsetZ - view);
         }
 
         //skewPos = player.transform.position + new Vector3(0, offsetY, offsetZ);